White Wolf Wiki
GlyphFetish

Fetish is a term used by werewolves to describe an artifact that has been imbued with a bound spirit by means of a special rite.

Overview[]

Fetishes can take many forms, and may grant the user special abilities or give the user greater prowess in combat. Common and notable fetishes include Scar, Klaives, Bane Arrows, and Grand Klaives. There are also fetishes called talens that are more temporary and are consumed when they are used, such as for bullets or arrows. The Garou and other fera are the most prevalent users of fetishes, but are not alone in their use. In general, spirits are coaxed or bargained with in order to bind them to a fetish. Forcing them is considered disrespectful and only used as a last resort. However, spirits forcibly bound into talens are less of a problem, as they are temporary and the spirit is freed upon the talen's use.

Many mages use fetishes, particularly those of the Dreamspeakers Tradition; mages consider their fetishes to be a type of Wonder. Spirits are coaxed or forced into fetishes via similar means of chiminage, though the mages enable this with Spheres and rotes instead of the rites of the fera.

Gallery[]

List of Rulebook Fetishes[]

  • Moon Watch - Cost: 1, Gnosis 1/4 -
  • Rat's Tooth Necklace - Cost: 1, Gnosis 1/4 -
  • Harmony Flute - Level 1, Gnosis 5 -
  • Apeskin - Level 1, Gnosis 6 -
  • Spirit Tracer - Level 2, Gnosis 5 -
  • Tear of Renewal - Cost: 3, Gnosis 1/6 or Level 5, Gnosis 8 -
  • Wise Bag - Cost: 3, Gnosis 2 -
  • Sands of Sleep - Cost: 3, Gnosis 3 -
  • Fang Dagger - Level 3, Gnosis 6 -
  • Sanctuary Chimes - Level 3, Gnosis 6 -
  • Baneskin - Level 3, Gnosis 7 -
  • Phoebe's Veil - Level 3, Gnosis 7 -
  • Monkey Puzzle - Level 4, Gnosis 6 -
  • Spirit Whistle - Level 4, Gnosis 8 -
  • Blanket of Peaceful Dreams - Cost: 2, Gnosis: 7 -
  • Stone of Wealth - Cost: 3, Gnosis: 8 -
  • Gaia's Poultice - Cost: 2, Gnosis: 8 -
  • Gnostic Bag - Cost: 4, Gnosis: 9 -
  • Heart of the Spirit - Cost: 5, Gnosis: 10 -
  • Key to the Umbra - Cost: 2, Gnosis: 5 -
  • Kinship Doll - Cost: 2, Gnosis: 8 -
  • Loon's Refund - Cost: 3, Gnosis: 8 -
  • Wise Bag - Cost: 3, Gnosis: 4 -
  • Sands of Sleep - Cost: 1, Gnosis: 3 -
  • Elk Tooth Necklace - Cost: 2, Gnosis: 5 -

List of Player Guide Fetishes[]

  • Fang of the Wyrm - Level 1, Gnosis 3 -
  • Golden Pockets - Level 1, Gnosis 3 -
  • Hawk's Eye - Level 1, Gnosis 4 -
  • Moonwatch - Level 1, Gnosis 4 -
  • Tears of Gaia - Level 1, Gnosis 4 -
  • Kauka's Keychain - Level 1, Gnosis 5 -
  • Magpie's Swag - Level 1, Gnosis 5 -
  • Bells of Rain - Level 1, Gnosis 6 -
  • Nyx's Bangle - Level 1, Gnosis 6 -
  • Bones of Shielding - Level 2, Gnosis 3 -
  • Dream Stealer - Level 2, Gnosis 5 -
  • Elk Tooth Necklace - Level 2, Gnosis 5 -
  • Umbral Navigator - Level 2, Gnosis 5 -
  • Vulcan's Interface - Level 2, Gnosis 5 -
  • Kinship Doll - Level 2, Gnosis 5/6 -
  • Friendship Ring - Level 2, Gnosis 6 -
  • Alyosha's Headband - Level 2, Gnosis 7 -
  • Blanket of Peaceful Dreams/Rest - Level 2, Gnosis 7 -
  • Chameleon Skin - Level 2, Gnosis 7 -
  • Lagomorph's Boon - Level 2, Gnosis 7 -
  • Power Spike - Level 2, Gnosis 7 -
  • Surge of False Energy - Level 2, Gnosis 7 -
  • Paracelsus' Pommel - Level 2, Gnosis 8 -
  • Shard of Despair - Level 3, Gnosis 5 -
  • Speaker's Stick - Level 3, Gnosis 5 -
  • Belt of the Ettins - Level 3, Gnosis 6 -
  • Puzzle Board - Level 3, Gnosis 6 -
  • Dream Weaver - Level 3, Gnosis 7 -
  • Heralds of the Horn - Level 3, Gnosis 7 -
  • Beast Masks - Level 3, Gnosis 8 -
  • Coin of Wealth - Level 3, Gnosis 8 -
  • Dream Trap - Level 3, Gnosis 8 -
  • Loon's Refund - Level 3, Gnosis 8 -
  • Wrench of the Luffe Gremlin - Level 3, Gnosis 7 -
  • Tongue of the Leech - Level 3, Gnosis 8 -
  • Gaia's Poultice - Level 3, Gnosis 8 -
  • Key to the Umbra - Level 3, Gnosis 7 -
  • Sands of Sleep - Level 3, Gnosis 6 -
  • Spirit Bell and Candles - Level 3, Gnosis 8 -
  • Bones of Amok - Level 4, Gnosis 8 -
  • Jallarborn - Level 4, Gnosis 8 -
  • Rager - Level 4, Gnosis 8 -
  • Time Piece - Level 4, Gnosis 8
  • Gnostic Bag - Level 4, Gnosis 9 -
  • Heart of the Spirit - Level 5, Gnosis 6 -
  • Runestones - Level 5, Gnosis 7 -
  • Snake Skin - Level 5, Gnosis 7 -
  • Hearthstone - Level 5, Gnosis 8 -
  • Soothsay Runes - Level 6, Gnosis 7 -

Valkenburg Foundation Fetishes[]

  • Moongleam - Level 2, Gnosis 4 - This is a small rock glowing with the essence of moonlight. Suring the day, the light is dormant, but during the night it will shine as follows:
    • New Moon: faint candlelight.
    • Crescent Moon: flickering torch.
    • Half Moon: steady flashlight.
    • Gibbous Moon: car headlight.
    • Full Moon: halogen spotlight.
  • Whistle Call - Level 3, Gnosis 6 - This wooden whistle will allow all the pack members, no matter where they are, to know that the blower is in trouble. A second blow will tell the pack where the whistler is. Roll the Whistle's Gnosis versus a 7 difficulty. Each success alerts one extra pack member, no matter how far away they are.
  • Summons From Across the Gulf - Level 6, Gnosis 7 - This is a small mirror, set in a wooden frame and painted with odd symbols. This fetish allows the previous Questing Pack to be channeled through Past Life. The user stares at herself in the mirror and rolls her Willpower versus the fetish's Gnosis. However, it will only work when used by a member of the current Pack, and only after she has proven herself worthy.

Rage Across Appalachia Fetishes[]

  • Drowsing Rod - Level 1, Gnosis 5 - This forked stick of hazel, hickory, oak, ash or yew is useful in locating particularly unspoiled areas (such as likely sites for caerns). It must be activated, and the user must concentrate in a distraction-free atmosphere for its power to work properly. If the rod is passed over a spot where there is significant Wyrm taint, it has a chance of shattering. (The Storyteller should roll the rod's Gnosis; on a botch, the rod will snap and be useless ever after.)
  • Storybag - Level 2, Gnosis 5 - See also Tribal Fetishes - This fetish is usually a cloth bag decorated by its maker with beads, embroidery, or colorful dyes. This useful item retains the important elements of stories which are spoken into the bag. Whenever a Garou attuned to the bag wishes to make certain that she remembers a particular story, she may activate the bag, which will release the highlights of that story into her mind. This adds an extra die to Expression or Performance rolls. Most Garou whose Kinfolk come from cultures which value oral storytelling have some version of this fetish.
  • Madstone - Level 3, Gnosis 5

Blood-Dimmed Tides Fetish[]

  • Fisher's Gift - Level 3, Gnosis 6 - This fetish typically takes the form of a dried strip of fish or carved length of whale bone. Upon activating the Fisher's Gift, the owner can swim as quickly as he can run in Hispo form, and breathe underwater as well, just as if he were using the Gift: Spirit of the Fish. In addition, the owner can withstand pressures down to 7000 feet or so. However, the Garou must clench the fetish between his teeth for as long as he wants to benefit from these powers, which can lead to troubles if he gets in a fight and reflexively bites his opponent. To craft a Fisher's Gift, a Fish-spirit must be cajoled into entering the vessel and agreeing to share its power.

Book of the City Fetishes[]

  • Gaia's Phone Book - Level 1, Gnosis 1
  • Leadfoot License Plate - Level 1, Gnosis 6
  • Moon-Watch (Sun-Watch) - Level 1, Gnosis 5
  • Veil of Sin - Level 2, Gnosis 5
  • Umbraphone/Umbrapager - Level 3, Gnosis 3
  • The Infinite Appliance - Level 4, Gnosis 7
  • Glass Shank - Level 5, Gnosis 6
    • Talen & Fetish Combo
      • Tick Trace Talen and Fetish Radio - Radio: Level 2, Gnosis 6, Talens: Gnosis 5

List of Hammer & Klaive General Fetishes[]

  • Fertility Charms - Level and Gnosis Variable
  • Eternal Waterskin - Level 1, Gnosis 6
  • Bell of Ice - Level 1, Gnosis 6
  • Spirit Sextant - Level 1, Gnosis 5
  • Truth Earring - Level 1, Gnosis 6
  • Dark Mask - Level 2, Gnosis 6
  • Dream Catcher - Level 2, Gnosis 6
  • Eye of the Night - Level 2, Gnosis 5
  • Fifty-Yard Rattler Rope - Level 2, Gnosis 6
  • Law Skull - Level 2, Gnosis 7
  • Moongleam - Level 2, Gnosis 5
  • Air Foot Anklets - Level 3, Gnosis 6
  • Sun Whip - Level 3, Gnosis 7
  • Whistle Call - Level 3, Gnosis 6
  • Book of the Spirits' Secrets - Level 4, Gnosis 7
  • Feathered Cloak - Level 4, Gnosis 8
  • Tangling Whip - Level 4, Gnosis 8
  • Time Piece - Level 4, Gnosis 8
  • Wind Hammer - Level 4, Gnosis 7
  • Bindrune Amulet - Level 5, Gnosis 8
  • Cloud String - Level 5, Gnosis 6

Wild West Fetishes[]

  • Medicine Bag - Level varies, Gnosis varies - Spirit Affinity: Depends on function - Medicine Bags are fairly common among the native Garou, and are used for a multitude of purposes. These can include: Peace (Level 1, Gnosis 5), which increases the difficulty of all Rage rolls by +3; Protection from Spirits (Level 3, Gnosis 6), which prevents an uninvited spirit from manifesting with 100 feet of the bearer; Healing (Level 4, Gnosis 8), which allows the bearer to heal at twice the normal rate; and Stealth (Level 2, Gnosis 4), which reduces all Stealth-related difficulties by two. The most powerful Medicine Bags (Level 5, Gnosis 8) allow a Garou to roam among humans in any form and still appear human (though violent acts are still perceived normally), or foll Wyrm-minions into perceiving the bearer as a kindred spirit. Many Medicine Bags do more than one of the above in conjunction, but are always of appropriately high level and require very high Gnosis to activate. Appropriate spirits must be bound into Medicine Bags, and all but the most powerful abilities of the Medicine Bag require concentration in order to operate properly. Medicine Bags are always created by the elders of the Uktena and Wendigo tribes, and are seldom awarded to anyone form other tribes. These powerful fetishes are usually attuned to the wearer when they are presented.
  • Dream Catcher - Level 2, Gnosis 4 - Spirit Affinity: Protection, Guardian, Weaver - The Dream Catcher is a simple hoop of wood, designed with a web of sinew in its center. When activated, this fetish captures and holds any Banes attempting to possess the owner. This fetish is actually fairly common, but few Europeans know how to make one work properly. To create a Dream Catcher, a Protection, Guardian or Weaver-spirit must be coerced into the sinew web.
  • Elk Tooth Necklace - Cost: 2, Gnosis: 5 - Spirit Affinity: Elk - This necklace of teeth allows its wearer to run and jump twice as far and twice as fast as normal. When activated in combat, its bonuses are not cumulative with those of other Garou Gifts.
  • Spirit Tracer - Cost: 2, Gnosis: 5 - Spirit Affinity: Hunting, Predator-spirits - This fetish consists of a single human hair suspended in an iron ingot. When the wielder concentrates on a specific spirit, the ingot pulls in the direction in which the spirit lies until the Garou puts the fetish away.
  • Gaia's Poultice - Cost: 2, Gnosis: 8 - Spirit Affinity: Healing, East Wind, Unicorn-spirits - Gaia's Poultice is an herb-filled bandage. This wrapping, when activated, automatically heals one level of damage from an open wound on which it is placed. This fetish takes one hour to recharge between uses.
  • Kinship Doll - Cost: 2, Gnosis: 8 - Spirit Affinity: Any Totem-spirits - This fetish appears to be nothing more than a crude handmade doll. However, when a Garou holds and activated it, the doll announces the location and condition of any one Kinfolk whose name is spoken by the user.
  • Wise Bag - Cost: 3, Gnosis: 4 - Spirit Affinity: Wisdom, Owl, North Wind, Wolf - A Wise Bag is a bag of tokens, bones and other small items. When the fetish is activated, the owner can reach inside and gain a one small "fact" of wisdom about people in his surrounding area (e.g., breed, tribe, species, vampire, mage, ghoul, Kinfolk, etc.). This bag cannot detect the Wyrm, but can relate knowledge of someone's Negative Traits if the fetish's owner can defeat the target in a Mental Challenge. If any of the pieces inside the Wise Bag ever goes missing for more than 24 hours, the bag becomes spiritually dead and no longer functions.
  • Fang Dagger - Cost: 3, Gnosis: 6 - Spirit Affinity: War, Wolf or Snake - Melee Bonus Traits: 3 - Negative Traits: Short - A Fang Dagger is a blade carved from the tooth of some great beast. It is easily concealed. After a character wielding a Fang Dagger has won a combat challenge, he may then activate the dagger. If the activation is successful, the damage inflicted is doubled (no more than four Health Levels of damage in one blow), as the fang "bites" deeper into the wound.
  • Tear of Renewal - Cost: 3, Gnosis: 6 - Spirit Affinity: Wolf, North Wind, Engling - These milky white, tear-shaped stones grant a Garou Gnosis. By spending a Gnosis Trait to activate a Tear, the Garou gains three Gnosis Traits, up to his maximum. The fetish can be used this way seven times before the spirit within it dies and the fetish becomes useless.
  • Phoebe's Veil - Cost: 3, Gnosis: 7 - Spirit Affinity: Illusion, Shadow, Hiding, Chameleon - A small golden pendant in the shape of a half moon, Phoebe's Veil is attached to a leather thong, and is meant to be worn around the neck. When the fetish is activated, the wearer becomes invisible to both mundane creatures and spirits. This magic works against all senses but touch. (Use the Gift: Hide in Plain Sight for particulars.) The character wearing the fetish can touch things without becoming visible only if he succeeds in a Static Mental Challenge against seven Traits.
  • Turtle Necklace - Level 3, Gnosis 7 - Spirit Affinity: Turtle - One of the few remaining artifacts of the lost Croatan, this turtle-shell necklace is a potent fetish of protection. When activated, it grants its wearer an extra soak die against all attacks, including silver, for a scene. The few Turtle Necklaces were gifts from the Croatan to the other Pure Ones, and some doubt that any will be left in a century or so. Presumably a Turtle-spirit must be bound into a necklace to create this fetish, but no other tribe has had any luck doing so.
  • Stone of Wealth - Cost: 3, Gnosis: 8 - Spirit Affinity: Any Totem-spirit - This fetish appears to be nothing more than a very old "worry" stone. When rubbed (activated), it brings the user wealth. Wealth does not always mean money, which is Wyrm-tainted, nor does the summoned wealth necessarily come instantly. Instead, the stone provides the resources a Garou needs to complete her tasks. These resources usually appear in the form of funds or marketable items. The Storyteller is the final arbitrator as to how the fetish's power manifests. Each time the stone is used in a single session, the next test using the Stone during that session is against an additional two Traits.
  • Spirit Ax - Level 4, Gnosis 6 - Spirit Affinity: War, Predator - The Uktena fashion spirit axes to help them battle the minions of the Wyrm. These weapons act as normal axes when used against and enemy, save when their target is possessed by a Bane or spirit. In the latter event, the spirit ace ignores the physical person, simply passing through solid flesh as if it weren't there, and attacks the spirit instead. To create a spirit axe, a Predator-spirit must be convinced to join with the specially crafted weapon.
  • War Bow - Level 4, Gnosis 7 - Spirit Affinity: War, Ancestor-spirits - War bows are intricately carved from bone and often adorned with numerous feathers and beads. These powerful weapons are much like the klaives of the European Garou in that they are usually passed down to descendants in the same family. The war bow is a weapon first, and fires arrows at a -2 difficulty, while inflicting Strength +2 aggravated damage. To create a war bow, a War-spirit, and sometimes an Ancestor-spirit, must be bound within the weapon.
  • Spirit Whistle - Level 4, Gnosis 8 - Spirit Affinity: Madness, Discord, Screech Owl - When activated, this small bone whistle emits a powerful shrieking noise that causes great pain to all spirits within the wielder's line of sight. Any spirits present must roll Gnosis, difficulty 6, and score equal to or greater than the user's successes on the activation roll in order to avoid fleeing in pain and fear. In order to make a Spirit Whistle, a Screech Owl-spirit, or a spirit of Madness, Screaming or Discord must be bound into the whistle.
  • Gnostic Bag - Cost: 4, Gnosis: 9 - Spirit Affinity: Engling, Ancestor-spirits - The Gnostic Bag is a small leather pouch with fringes, odd paintings and Garou pictograms on it. The pouch literally holds Gnosis. To activate it, the user reaches into the bag, "grabs" a Gnosis and eats it. The bag holds nine Gnosis Traits. These can be recharged if the owner expends temporary Gnosis from her pool into the bag.
  • Heart of the Spirit - Cost: 5, Gnosis: 10 - Spirit Affinity: Any Totem-spirit - This fetish is a small, heart-shaped piece of rose quartz. The Heart of the Spirit allows the character attuned to it to store up to 10 Traits worth of Rage, Willpower or Gnosis in it (one type only; they cannot be mixed). Storage of these Traits is accomplished by activating the fetish and spending the Traits the character wants stored. These Traits may be called upon with another activation test at any rate per turn.

Werewolf: Dark Ages Fetishes[]

  • Bear Blanket - Level 1, Gnosis 5 - Legends say that the Gurahl taught the Garou how to create these fetishes before the War of Rage. They commonly appear as animal furs or quilts. When activated, this fetish sends a Garou into a state of hibernation for any time period up to a full lunar month. During this slumber, the user doesn't need to eat, drink or excrete, and suffers no ill effects from exposure to the elements (unless the weather is supernaturally intense). The hibernation ends if the blanket is removed. A few werewolves believe that some of these fetishes are traps left by Gurahl after the War of Rage. It is rumored that some Bear Blankets will put the user to sleep for hundreds of years. To make a Bear Blanket, the help of a Bear-spirit is needed, although some Garou claim that Sleep-spirits and Winter-spirits may also be bound into such a fetish.
  • Trail Branch - Level 1, Gnosis 5 - A Trail Branch appears to be an ordinary small twig or stick, usually with a bit of foliage still attached. When active, if the branch is run along the ground, it will remove any trace of passage. Even if the holder of the branch is following twenty humans through a forest, as long as he brings up the rear and runs the branch along the ground, his trail vanishes. Even a Garou in Lupus form may use this fetish, holding it in her teeth, as longas the bushy end of the branch touches the ground. A Wood-spirit or a Deer-spirit may be invoked to create a trail branch.
  • Leper's Rags - Level 1, Gnosis 6 - A fetish most commonly associated with Bone Gnawers, these rags keep away unwanted attention. Anyone viewing a Garou wrapped in these filthy tatters will assume that he is a diseased beggar and avoid him if at all possible. As long as the Garou does nothing to challenge this assumption, such as draw a klaive, shift into Crinos or speak like a noble, the illusion will be maintained. Silver Fangs refuse to don these rags. To create a set of Leper's Rags, a Garou must bind one of the following types of spirits: Illusion, Disease or a Rat-spirit. Not just any clothes will do, either, the Garou may have to procure fine clothing to please an Illusion-spirit (which will make the fetish seem like filthy rags from then on), or perform some truly noisome acts of "consecration" to attract a Disease-spirit.
  • Feather of the Waters - Level 2, Gnosis 5 - This feather is a gift from the assembled sprits of waterfowl to Gaia's warriors. When activated, it lets a Garou gain a bonus of three dice to all swimming rolls. In addition, a werewolf carrying one of these fetishes may not sink below water, but will float on the surface, even in the roughest seas. (Of course, he may still dive underwater of her own volition, or be forcibly dragged under the water by an opponent.) Septs found near fast rivers, deep lakes, or seacoasts often make these fetishes. They are also given to Garou who may be voyaging across the seas, although most Fenrir avoid them, believing that their skill alone should preserve them against the fury of the northern seas. Any spirit of a waterfowl may be bound into a Feather of the Water. The feather, of course, must match the type of spirit bound within.
  • Heart of Fire - Level 2, Gnosis 6 - This fetish holds a Fire-spirit who will, upon command, set any object aflame - even substances such as stone. Once activated, the heart glows with heat for a round before bursting into flame. The beater may hold the heart of fire without suffering any damage from the fetish. The flame may be touched to another object or even flung at a target. The blaze will leap from the Heart of Fire and strike its target (Dexterity + Athletics roll to strike accurately). This is a small fire, only capable of doing two aggravated health levels of damage. Once the target is ignited, the flame will burn for one turn. Depending on the nature of the target, this may start a natural fire which will burn in subsequent rounds and may grow larger. If the flames are targeted against something which does not burn, such as wet green wood or stone, they burn for a turn before going out. These fetishes come in many sizes and shapes and Garou use them for many different tasks. Red Talons, however, abhor these fetishes and gladly destroy them. They see Hearts of Fire as a danger to the forests and find them too similar to the torches used by men. To create a Heart of Fire, a Garou must bind a fire elemental into an appropriate vessel. Some tales speak of large Hearts of Fire containing powerful lords of flame or even solar spirits.
  • Sun Crystal - Level 2, Gnosis 7 - A Sun Crystal is a piece of cut glass which contains a bright star in the center. When activated, it releases a single ray of sunlight. Garou may use these fetishes in the same way that modern people use flashlights. The main use of the crystal, however, is as a weapon against the vampires that choke the Dark Medieval nights. The sunlight which issues from this fetish is natural and affects a vampire in the same way that an actual ray of sunlight would. This causes aggravated damage to the undead. Few dedicated Leech slayers fail to carry one of these fetishes. Solar spirits must be bound into the glass to create the fetish. At times, packs have ventured into the Aetherial Realm to visit the castle of Helios and enlist the aid of more potent solar spirits for Sun Crystals. As Helios is reputed to loathe the undead, these quests are notably more successful than most.
  • Belt of the Giants - Level 3, Gnosis 6 - A Belt of the Giants increases a werewolf's strength to mythic proportions, even by Ahroun standards. When activated, the Belt of the Giants raises a Garou's Strength by three. However, activating this fetish will draw the attention of all spirits in the area, both friendly and malevolent. These fetishes can be found among all tribes of Garou. These fetishes are extremely hard to create. The belt itself, whether it is made of rope, chain, or leather, must be dipped in the blood of the mythic beast of great power. Then, either the spirit of the creature must be bound or another spirit of strength, such as that of an earth elemental or an Elephant-spirit must be bound to complete the fetish.
  • Cloak of Woven Mists - Level 3, Gnosis 6 - The Cloak of Woven Mists appears as a chain or rope necklace with an intricate brooch. When activated, shadows and vapors creep into the air, making the wearer hazy and indistinct. The fetish gives a werewolf a bonus of three dice to any Stealth rolls. They are particularly prized by Ragabash and Silent Striders. Spirits of air, fog, shadows, or the night may be bound into a Cloak of Woven Mists.
  • Beast Masks - Level 3, Gnosis 8 - Before the time of the War of Rage, the first Beast Masks were created by all shapechangers. When a Beast Mask is activated, the wearer may transform herself into the creature whose mask she wears. While in this form, she gains the physical appearance and attributes of the creature, but she retains her own mind. Thus, while she may be able to soar on a falcon's wings and see with his keen eyesight, she also has his fragile bones. Any wounds suffered in beast form remain when the wearer resumes her natural form, although she may regenerate them as usual once in her own skin again. Crow, owl, lion, bear, crocodile and fox masks are among the most common (see the Dark Ages Companion for the attributes of these animal forms). One legend even claims that a dragon mask was lost in the Umbra. During the War of Rage, the Garou are said to have used these fetishes to infiltrate the camps of their enemies. If the Beast Mask is removed, the owner shifts into her own base form. Wearers of Beast Masks may not shapeshift while the fetish is active. In order to create a Beast Mask, the werewolf must have the cooperation of the Animal-spirit whose form is borrowed when the fetish becomes active. Few Animal-spirits are willing to help a Garou create one of these fetishes, so often times, a werewolf must go on a quest to earn the help of the desired spirit.
  • Staff of Life - Level 3, Gnosis 9 - A Staff of Life usually takes the form of a large walking staff carved from a hardwood, such as oak. In some cases, they may have living foliage. A Staff of Life can cure both wounds and disease. By spending a point of Gnosis and activating the staff, a single touch will cure any disease and heal a single health level (even aggravated). This fetish can be used to heal both Garou and non-Garou. A Tree-spirit or a spirit of healing has the abilities needed to create this fetish. Sometimes, one of the Children of Gaia may even create this fetish with a Unicorn-spirit.
  • Forest Crown - Level 4, Gnosis 7 - This is a crown of leaves attached to the antlers of a mighty stag. Unsurprisingly, the Fianna are attributed with creating the originals of these fetishes. Once the fetish is activated, wild animals may not attack the crown's wearer under any circumstances. When activated, the antlers merge with the head of the wearer, giving her an optional extra attack (Strength + 2 non-aggravated damage, difficulty 7) each turn. Some believe that the wearer of a Forest Crown may draw the attention of the Wild Hunt. To create a Forest Crown, a Stag-spirit must be bound within the antlers. Garou who try to create one without the permission of Stag himself put themselves at great risk.
  • Iron Crown - Level 4, Gnosis 7 - This fetish, often used to reinforce pacts between septs or to ensure that a Garou keeps his oath, usually appears as a circlet of iron or steel. It will fit the head of any who wish to wear it. The owner (not necessarily its wearer) of the fetish must choose a taboo for the crown, such a "any who wear this crown may not lie" or "the wearer may never attack any member of the Sept of the Great Mountain." Once activated, an Iron Crown cannot be removed from the head of the wearer unless the owner wishes the fetish removed. Any successful attempts at using force will remove not only the fetish, but the skin and skull of the wearer as well. Whenever the wearer of an Iron Crown tries to break the taboo, he suffers a single health level of damage (no soak roll allowed). These wounds continue every turn until the wearer desists from his course of action. This damage is not aggravated, unless it is the final wound the wearer can withstand - in which case, the crown severs the top portion of the wearer's head. The taboo must be set before circlet is placed on the wearer's head. Once in place, the taboo may not be changed. If the owner of the fetish dies, the effects of the fetish immediately cease and it may be removed. The owner of the fetish may also remove the circlet at will. These fetishes may be made using Pattern Spiders, spirits of Judgment or Earth-spirits.
  • Bone Flute - Level 4, Gnosis 8 - Theurges craft these flutes from the skeletons of long dead enemies. The sound of a Bone Flute reminds the undead of their nature. Any vampire who hears a Bone Flute must make an immediate frenzy check at a difficulty determined by the Garou's musical skill or lose control to their bestial sides. If a Leech can resist the frenzy, he is unaffected by the fetish for the remainder of the scene. Many times these fetishes are played outside the walls of a suspected vampire's stronghold to prove the nature of the fiend. Some of these fetishes are reputed to have similar effects on wraiths. To create a Bone Flute, a vibrant spirit of life must be bound to the instrument. Bat, Wolf, and Rat-spirits are often willing to be bound to take revenge against the creatures that manipulate their relatives.
  • Keystone - Level 4, Gnosis 8 - Keystones appear to be simple slabs of carved rock - however, they are hardly innocuous, and contain powerful earth elementals. Once a Keystone is activated, the wielder may create an opening in any earthen or stone structure, such as a castle wall. The opening will be wide enough for one Crinos or two humans to enter. Blessed structures or those protected by vampiric rituals or Garou rites require the wielder to roll Gnosis against a difficulty of 7 or higher, depending on the nature of the protection. Keystones that are made from the same stone as the structure have an easier time creating a breach, reducing the difficulty by 1 or 2. Keystones may also be used to close breaches in the same manner. Warders often make Keystones.
  • Harp of Enchantment - Level 5, Gnosis 6 - These musical instruments are almost exclusively kept at powerful caerns. When a Garou activates a harp, the strings produce a beautiful unearthly sound, which a skilled performer may use to produce powerful effects. Each success scored reduces the difficulty of all social rolls involving the sept members by 1 for the remainder of the scene, even if the musician ceases playing. A Harp of Enchantment may also be used to mesmerize a single target, leaving him helplessly swaying to the music unless he makes a Willpower roll with a difficulty of 9. Some harps are rumored to have other effects activated with certain songs or musical accompaniment. In order to create a Harp of Enchantment, a Music or Emotion-spirit must be bound. Some harps may use Songbird or Insect-spirits instead.
  • Dreamcaller - Level 5, Gnosis 8 - This horn of bone or ivory may be sounded to open a path between earth and Dream. The gate may be crossed both ways. Spirits of dreams and nightmares may be summoned to the waking world, while Garou may venture into Dream. Use of a Dreamcaller is extremely unpredictable and only the wisest of Garou dare wield them. The gate remains open for one minute per success on activating the Dreamcaller. To create a Dreamcaller, Garou bind various spirits of Dream into the horn.
  • Ice Blade - Level 5, Gnosis 8 - A weapon born of the coldest blue ice of the Arctic North, the Ice Blade is a treasured fetish among the Silver Fangs and the Fenrir. Once the fetish is created, the blade will not melt or break. In the hands of a warrior, the Ice Blade does Strength + 3 aggravated damage (difficulty 6). In addition, the Ice Blade removes a point of temporary Willpower from any opponent it strikes, due to its bitter cold. An Ice Blade may be created with the help of an Ice or Winter-spirit. It must be forged of ice taken from the Umbra or the far North. Similar fetishes take the forms of axes or spears. A few ancient Ice Blades have been infused with spiritual energy from their former users and other bound spirits. These weapons have superior abilities and names of their own, such as Winterfrost, Northwind, and Icebeard.
  • Lionfang - Level 5, Gnosis 8 - A Lionfang is a great weapon carved from the bones of a terrible beast, much like a Fang Dagger. There are rumors that the secrets of forging these weapons were stolen from the Bastet. These weapons may be of any type, such as an axe, mace or sword, but they ae all massive weapons, requiring two hands for even a strong human to hold. Only a Garou with a current Strength over 5 may use a Lionfang in combat (Strength + 4 damage, difficulty 7). If a Garou should strike an opponent with a Lion fang, she receives two automatic successes on her damage roll. In addition, if the Lionfang is activated, the fetish adds a further two automatic successes. Danage from a Lionfang is aggravated. To create a Lionfang, a Lion-spirit, War-spirit, Death-spirit or the spirit of a fearsome mythic beast must be bound into the weapon.
  • Ring of the Elements - Level 5, Gnosis 9 - Once of the most powerful fetishes, a Ring of the Elements give a Garou power over all four of the elements, earth, air, fire and water. When activated, a Garou may not be harmed by attacks involving these forces. For example, be harmed by attacks involving these forces. For example, torches would refuse to burn a Garou, stones or even a metal sword would bounce harmlessly off her skin, and she would not drown underwater. She remains vulnerable to claws, fangs and other attacks (such as wooden spears). To activate this fetish, a Garou must spend two Gnosis. The effects last for a single scene. Silver cannot be stayed by this fetish, as it is the metal of Luna rather than of the elements; rumor has it that Helios prevents these rings from having power over gold as well, but until a foe willing to hurl money at a Garou is found, this tale remains rumor. A Ring of the Elements may only be created by binding a spirit from each of the elements into the receptacle - not an easy task, given the general rivalries between elementals and the far more intense rivalry between those of fire and water. If one of these fetishes is found at a caern, the sept Lorekeeper will certainly have a song recounting the epic visionquest taken to create the item.

Dark Ages: Werewolf Fetishes[]

  • Anklet of False Trails - Level 1, Gnosis 5 - When activated, this fetish anklet will disguise the trail of its wearer as that of another animal. An Anklet of False Trails is made from the braided fur or skin of the animal whose trail will be mimicked. For example, a braided deerskin anklet will leave the tracks of a deer, while a rabbit-fur anklet will simulate the trail of a rabbit. This fetish contains a mockingbird- or chameleon-spirit.
  • Eye of the Leech - Level 1, Gnosis 6 - The dried, preserved eye of a vampire, this fetish is normally kept in a small leather pouch tied around the neck. When activated, this fetish "cries" blood through its surface if its user is being actively watched by a vampire. Garou who spend time in cities greatly value these items. A leech-spirit is used to create this fetish.
  • Owl Feather - Level 2, Gnosis 6 - A single owl feather taken from a living bird, is braided into the Garou's hair or fur. When activated, this fetish subtracts one from any difficulties involving stealth or quiet and allows its wearer to move with total silence while in the Umbra. An owl-spirit must be bound into this fetish.
  • Owner's Bridle - Level 2, Gnosis 6 - This simple leather bridle allows a werewolf to mask its predatory nature from a riding animal for a time. When activated and placed on a mount, the animal will respond to the user of the fetish as if she were its owner. The mount will become friendly or skittish, depending on its relationship to its owner, but it will not have the instinctual fear of being approached by a predator. The effect lasts one hour per success on the activation roll. A trickster- or chameleon-spirit is bound into this fetish.
  • Dionysian Horn - Level 3, Gnosis 7 - This drinking horn is usually decorated with engravings of satyrs and revelers dancing and feasting. When activated, any liquid poured into the Dionysian Horn becomes a potent wine. This wine restores health levels up to the number of successes on its activation roll (including aggravated damage), but it also increases all difficulties involving Perception or Dexterity by one for the remainder of the scene. A grain-spirit is bound into this fetish.
  • Shield of Arrows - Level 3, Gnosis 7 - A peasant with a crossbow can be just as dangerous as a trained knight with a sword, and a line of trained archers has been known to turn the tide of a pitched battle. While larger shields provide some cover, their weight and size detract from their usefulness in close combat. This small shield provides protection from missile attacks while retaining maneuverability. When activated, the Shield of Arrows adds two to the difficulty of all ranged attacks made against its user. Most arrows, bolts and other projectiles that would ordinarily inflict damage impact against this small shield instead and fall to the ground. For melee purposes (or when the shield is not activated), it acts as a small shield. A turtle-spirit or earth elemental is bound into this fetish.
  • Amulet of Tongues - Level 4, Gnosis 8 - This small wooden talisman is hung around the neck on a leather cord. When activated, its wearer can understand all language and forms of communication, including spirit speech. This fetish does not grant its wearer the ability to speak these languages, nor does it give insight into the written word. It instead acts as a sort of spiritual translator, uncovering meaning in otherwise foreign speech patterns. A cuckoo- or cockroach-spirit is bound into this fetish.
  • Unicorn's Ire - Level 5, Gnosis 8 - This powerful fetish lance looks to be made of smooth ivory, with a handle resembling a unicorn's horn. When activated, the lance inflicts Strength + 5 aggravated damage to creatures serving the Wyrm or tainted by its influence. It will do no damage to creatures or items free of taint, however. Instead, it passes through harmlessly without leaving so much as a mark. A Jaggling of Unicorn is bound into this fetish.

Mage: The Ascension Fetishes[]

  • Spirit Possession Masks - Gnosis 5-8
  • Fire Shirt - Gnosis 6
  • Spirit Snake - Gnosis 6
  • Spirit Steed - Gnosis 5
  • Spirit Sword - Gnosis 5
  • Storm Whistle - Gnosis 6
  • Drum of Madness - Gnosis 6
  • Death Mask - Gnosis 7
  • Conquistador's Sword - Level 6, Gnosis 6

References[]

Werewolf: The Apocalypse Fetishes and Talens
Garou Ancestor · Apocalyptic · Artifacts · Auspice · Breed · Caern · Celestial · Claw Carvings · Cyberfetishes · Drums · General Fetishes · Klaives: Bane Klaives - Grand Klaives · Legendary · Masks · Natural · Scars/Tattoos · Softwere · Special Items · Talens · Torcs · Tribal · Umbral · WeaverTech: Hardware - Software - Wetware · Wyld · Wyrm
Kinfolk Kinfolk Fetishes · Kinfolk Talens
Fera Ahadi · Ajaba · Camazotz · Drums · Fylfot · Gurahl · Hengeyokai · Kitsune · Masks · Mokolé · Nagah: - Bindhi · Nuwisha · Rokea · Scars/Tattoos · Shiny Things · Trinkets · Toys
Fomori Wyrm
Mages, Dreamspeakers & Spirit Sphere General Fetishes · Trinkets
Fifth Edition Talismans Klaives · Legendary · Talismans · Talens